Commit Graph

26 Commits

Author SHA1 Message Date
Jamie Dale
1e8124423f Removed redundant element selection helpers
#fyi Brooke.Hubert
#preflight 609ebf6ccbf9a4000127a842
#rnx

[CL 16333920 by Jamie Dale in ue5-main branch]
2021-05-14 15:47:41 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
brooke hubert
891922837c Typed Element Common Actions now gather actions based on element list, instead of selection set.
#Jira none
#preflight 6092ab2890631e000179ffad
#rb jamie.dale

[CL 16207830 by brooke hubert in ue5-main branch]
2021-05-05 11:20:21 -04:00
Jamie Dale
00c1da79ba Removed selection annotations
These existed as an optimization for USelection to quickly know if an object was selected, without having to test its array. UTypedElementList has that optimization embedded, so at this point the selection annotations are just extra state to keep in-sync, and failure to do so has already lead to bugs.

This change removes them in the simplest way possible, by using a function pointer to callback into editor code from core/engine code (as core/engine cannot directly access the global selection state), though longer-term we probably want to remove IsSelected/IsSelectedInEditor from UObject and let specific systems provide that functionality if they need it (eg, AActor/UActorComponent could provide it by getting the selection set from the owner world, rather than the global state).

#rb Brooke.Hubert
#preflight 607de942e7a5ac0001a6b7d6

[CL 16075785 by Jamie Dale in ue5-main branch]
2021-04-21 12:38:24 -04:00
jamie dale
ef31a91045 Removed finalizer from FTypedElementViewportInteractionCustomization::GetElementsToMove
This was to optimize selecting groups, but we've handled this case elsewhere by just skipping the group logic if the group is already in the list of things that we've processed. This applies that approach to getting the elements to move.

#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15890607 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15890762 by jamie dale in ue5-main branch]
2021-04-01 12:41:54 -04:00
jamie dale
b2f902fb53 Optimized group selection/deselection
This avoids repeatedly processing each actor in a group during a select/deselect operation, as once the group itself has been selected/deselected, we have by proxy processed its grouped actors too. The only caveat to that is if a selection was previously performed with SetAllowGroups set to false (not the default), but that's advanced usage and could be resolved by toggling the group selection again.

#jira UE-110998
#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15813372 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15814438 by jamie dale in ue5-main branch]
2021-03-24 21:25:06 -04:00
brooke hubert
04c41e993f Components which are not moveable should not allow viewport interactions with gizmos.
#Jira UE-109811
#preflight 60591b7cb558c40001f80f4c
#rb jamie.dale

#ROBOMERGE-SOURCE: CL 15775510 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)

[CL 15785982 by brooke hubert in ue5-main branch]
2021-03-23 17:59:02 -04:00
jamie dale
bdb2748f10 Implemented common "Duplicate" operation using typed elements
- Moved the logic for managing the offset when pasting/duplicating out of the internal Paste/DuplicateActors implementation, and instead pass the desired offset into the duplicate functions.
 - Made the function for getting the list of elements to operate on for a common action more generic, and added helper functions to delete and duplicate the current selection set.
 - Added a CanDuplicateElements function to UTypedElementWorldInterface.
 - Implemented duplication offset for static mesh instances.

#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15750144 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15753927 by jamie dale in ue5-main branch]
2021-03-20 04:30:12 -04:00
jamie dale
b462e98821 Fixed null component access
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 15748762 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15752023 by jamie dale in ue5-main branch]
2021-03-19 18:20:01 -04:00
Cody Albert
40010ac248 Fixed issue where transform changes were applied twice to attached actors when selecting both the actor and it's parent.
#rb brooke.hubert

[CL 15701353 by Cody Albert in ue5-main branch]
2021-03-15 18:39:08 -04:00
jamie dale
82ca162aa8 Initial support for manipulating Static Mesh instances directly in the editor
Adds support for selection, gizmo manipulation, property editing, duplication, deletion, and undo/redo for Static Mesh instances within the main Level Editor, without having to enter an alternative editing mode.

Note: This is currently disabled via UE_ENABLE_SMINSTANCE_ELEMENTS

#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15481362 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15481376 by jamie dale in ue5-main branch]
2021-02-19 22:02:09 -04:00
jamie dale
c922ceb04e Optimized GetElementsToMove for large group actors
Each group actor is now only enumerated once at the end, rather than once for each selected actor within a group

#jira UE-108343
#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15475127 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15475131 by jamie dale in ue5-main branch]
2021-02-19 15:51:43 -04:00
patrick enfedaque
4dac148d85 Wrap bLockLocation into Setter and virtual Getter
#rb richard.malo

#ROBOMERGE-SOURCE: CL 15452589 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15464562 by patrick enfedaque in ue5-main branch]
2021-02-18 18:53:52 -04:00
Jamie Dale
38a52472be Added support for deleting typed elements from a world
#rb Brooke.Hubert

[CL 15265153 by Jamie Dale in ue5-main branch]
2021-01-31 11:46:45 -04:00
Jamie Dale
228c42a04d Updated the level editor pivot to use typed elements
#rb Brooke.Hubert

[CL 15265102 by Jamie Dale in ue5-main branch]
2021-01-31 10:58:38 -04:00
Jamie Dale
3e06018cf5 Renamed TypedElementInterfaces to TypedElementRuntime and moved UTypedElementSelectionSet to it
This lets UTypedElementSelectionSet (which has minimal dependencies) to be used by the Engine and InteractiveToolsFramework modules

#rb Brooke.Hubert

[CL 15219316 by Jamie Dale in ue5-main branch]
2021-01-27 14:25:08 -04:00
Jamie Dale
ca08dfb897 Removed GLevelEditorModeTools use from typed element interface implementations
#rb Brooke.Hubert
#rnx

[CL 14828542 by Jamie Dale in ue5-main branch]
2020-12-01 12:05:35 -04:00
Jamie Dale
5e11829221 Fixed incorrect interface signature
#rb none
#rnx

[CL 14818390 by Jamie Dale in ue5-main branch]
2020-11-28 14:50:45 -04:00
Jamie Dale
2c17ac1408 Cleaned-up internal element data access
This avoids interfaces needing to know the direct structure of the element data, in case it were to change in the future. It also provides utils for accessing data from arrays of element handles.

#rb none
#rnx

[CL 14818377 by Jamie Dale in ue5-main branch]
2020-11-28 14:16:25 -04:00
Jamie Dale
cf9fcc3e71 Implemented initial support for element based viewport interaction
There are two parts to this:
 - UTypedElementWorldInterface, which provides the lower-level access to things like element transforms.
 - UTypedElementViewportInteraction, which provides the higher-level access for things like gizmo manipulation.
   - The default implementation is implemented purely in terms of get/set transform via UTypedElementWorldInterface.
   - The level editor overrides this to continue to go through the current code path for gizmo manipulation.

#rb Brooke.Hubert

[CL 14813510 by Jamie Dale in ue5-main branch]
2020-11-25 14:31:59 -04:00
Jamie Dale
3c9e003354 Allow pending kill actors to be re-selected during an undo/redo
They may still be pending kill as the transaction is replayed, and restoring the selection state never used to re-test whether an actor could be selected, so this restores the old behavior.

#jira UE-102334
#rb Rex.Hill
#rnx

[CL 14707360 by Jamie Dale in ue5-main branch]
2020-11-10 15:34:39 -04:00
Jamie Dale
6dc9d4f940 Formalized the process for creating higher-level element interfaces that can be customized by specific asset editors
This takes the framework used for UTypedElementSelectionSet and moves to it a utility base class that other higher-level interfaces can also make use of.

This also changes the interface implementations for these systems to be non-UObject types, as the script exposure is handled by the owner object, and this can solve some cyclic parsing issues with UHT (eg, between UnrealEd and LevelEditor).

#rb Chris.Gagnon, Brooke.Hubert
#rnx

[CL 14704895 by Jamie Dale in ue5-main branch]
2020-11-10 14:12:52 -04:00
Jamie Dale
ff7d47fbf4 Made typed element includes more consistent
- Moved all the "framework" code under "Elements/Framework".
 - Moved all the "interface" code under "Elements/Interfaces".

This lets the code be split over multiple modules (including the Engine and Editor) while retaining consistent include paths with things like "Elements/Actor", "Elements/Component", etc, as well as letting new interfaces and frameworky things be added outside of the core typed element modules while still maintaining a coherent include scheme.

#fyi Brooke.Hubert
#rb Chris.Gagnon

[CL 14585700 by Jamie Dale in ue5-main branch]
2020-10-27 07:00:04 -04:00
Jamie Dale
e3ac0f1b0f Updated USelection to be a legacy shim around a UTypedElementSelectionSet
This change removes the original UObject-array based USelection implementation that was still being used for generic UObject selection, in favor of always using a UTypedElementSelectionSet to back the USelection.

 - Added an "Object" element type, so that generic objects can be stored in a UTypedElementSelectionSet.
 - Added UEngineElementsLibrary to manage the creation and destruction of "Object" elements, as CoreUObject cannot directly use the TypedElementFramework.
   - Also migrated "Actor" and "Component" element creation and destruction to UEngineElementsLibrary for consistency.
 - Fixed a race condition in the AcquireEditorXElementHandle functions due to the TTypedElementOwnerStore lock being released between the find and the add (see TTypedElementOwnerStore::FindOrRegisterElementOwner).
 - Moved the GetObject function onto a new UTypedElementObjectInterface, as that function will likely be needed by legacy code outside of selection.
 - Removed UTypedElementSelectionSet::GetMutableElementList in favor of selectively exposing certain functions from the underlying UTypedElementList, which should avoid potential abuse or misuse of the underlying list.

#rb Brooke.Hubert
#rnx

[CL 14535062 by Jamie Dale in ue5-main branch]
2020-10-21 12:09:05 -04:00
Jamie Dale
1c6685f78d Added missing null check when walking parent component tree
#jira UE-101022
#rb none
#rnx

[CL 14481516 by Jamie Dale in ue5-main branch]
2020-10-13 13:31:53 -04:00